I think the mardu version is the most effective since we have 16 (bolts) cost 1. Runs a lot and it's easy to win on t3t4. A simple test.
t1 guide =2dmg
t2 guide atack and boros charm or blaze = 2+3/4 = minim 5 damage
t3 lava bolt bump = 9 damage = 16 damage in turn 3
Is there a baseline list for this one? I run a queen marchesa duel commander so it might be cool to go uniform with the colors.
edit: don't even need the whole list, just the land breakdown would be great =)
This is my current Boros I'll be rolling out starting this week. I've been playing Catless Atarka's build for countless months, but I feel the sideboard tech and better mana usage have become to appealing to ignore Boros any longer.
- I split the Lavamancer because I believe him to be the most polarizing card in the deck. I found I usually sideboarded him out immediately or loved him depending on the matchup, and never really any middle ground. So far playing 1 main, 1 side has worked out fine.
- The 2 Rest in Peace are basically flex spots. Originally I was going to run Gut Shot since I believe Dredge will be taking a downturn, but after noticing my meta still have plenty of Delver and Jund, I'm keeping RiP in the board.
- 19 lands and no Shard volley are a personal choice I've found I like after playing burn for so long. I also can't think of a card I'd want to cut from the main deck at this point, even though some detractors don't agree with 4 Skullcrack main.
- I'm not incredibly in love with Firewalkers, and didn't run him with I played Atarka's. Now I feel the sideboard is open enough to give him some spots. He'd be the next cut after RIP if I needed it.
- DRev feels way too good to not play 4, and although 4 Path may seem like a lot I like having the final copies in matchups where the card is crucial (Infect, Affinity, Death's Shadow, ect.)
What creatures, beside Eidolon, Guide, Swiftspear, Grim, or Vexing Devil, have you had the most success with in your Boros Burn decks?
It's a bit of a stretch to associate Vexing Devil with success. It has been tested in Burn decks since it was printed and it has always been found to be lacking because giving your opponent a choice in how your cards work will lead to you never getting what you want/need. Bedlam Reveler has been tried as well and also found to be lacking. There's really nothing else besides Guide, Swift, Eidolon, and Grim with Nacatl showing up if you play green and are in a creature light meta.
What creatures, beside Eidolon, Guide, Swiftspear, Grim, or Vexing Devil, have you had the most success with in your Boros Burn decks?
I think Guide/Swift/Eidolon/Grim are probably the only correct creatures to run in boros burn. Make up for the loss of nacatl and atarkas with more burn spells.
I've also been trying Mardu Burn lately, and it's been pretty sweet. My argument for it over naya is twofold:
1) Bump in the Night
2) Fatal Push - Not saying we will play Fatal Push, we won't. But with pretty much every possible color combo aside from mono-color now having access to a 1 mana efficient removal spell (UG decks don't, but the only UG deck of note is Infect), a creature-based plan seems less optimal. Nacatl is great when she sticks, but when she gets path'd/bolted/pushed, I can't help but think "Why did I just spend G for nothing when I could have spent B for 3 damage? Nacatl also makes the mirror/races tougher, as she requires Plains/Mountain/Forest, meaning you need shocklands instead of fastlands.
Reason 2a) Not an actual reason to run Mardu, but a nice upside of doing so: Dark Confidant. Aside from the fact that he's a 2/1 who doesn't damage our opponent for 2 mana, he seems perfect for the deck. Refills our hand and helps us count to 20 while damaging us very little (our curve is ridiculously low, especially with Bump in the Night as bolt # 13-16) At his worst, Confidant eats a bolt/path/push that would have otherwise been directed at a guide/swiftspear. At his best, Confidant steals games for us by helping us to refill our hand. The chances of topdecking that last burn spell increase tremendously with him on the field, and even more tremendously with 16 bolts instead of 12
As for running it over Boros? The same answer. Our manabase may be a tad more painful for 3 colors as opposed to 2, but the new fastlands make that not as big a factor.
While others have opted for the Naya build of Modern Burn, I have sat stubbornly in my corner, playing a nice Mardu burn list. For years, I have always felt that maybe I was just one more card away from justifying the Mardu choice, and if nothing else, I liked the sideboard options that came from running black with my Rakdos Charms. I also just felt that something would be printed in black that would help justify that choice.
And it feels like Mardu Burn gets a really nice little sideboard card in Fatal Push. I see a lot of lists running Path to Exile in their sideboards, and I think Fatal Push can fill that role nicely, and not grant the basic land and mana acceleration that Path gives to our opponent. I'm excited to buy a bunch of Fatal Pushs now... I'm going to need a couple of sets. This uncommon will be $10.00 before it's all said and done.
I agree that Push gives Jund/Mardu Burn a new sideboard card, but I don't agree that it's going to hit $10 in the current print climate. I don't think an uncommon in a Standard set is going to sustain $10.
I admittedly hadn't thought about the sideboard much, and only had 14 cards in the deck box when I got there. My friend tossed me a stony silence, and it went in the 75.
Revelry never goes out of style. Saw Leyline, blood moon, chalice, Aether Vial, Inkmoth nexus, Steel Overseer, Spellskite all weekend. Card has so many T1 applications.
Path: 4 May be too much. When I have to play control, I love it. Great in spots vs Death shadow, infect, affinity, etc
Deflecting palm: Stupidly powerful card, never been sad to see it. If you draw more than 1, they get clunky. 1 feels good. Might be worth going to 2 with Eldrazi running a muck.
Kor Firewalker--not really that great in naya builds, and I seem to rarely get matched up against burn players. I played against 2 naya players this weekend, neither had him in their board. And I'll say I think we're favored pretty strongly here. If you run up vs the mirror tho, which seems like RW will again become the norm--then he'll be more of a factor. Might be best suited as a 1 of silver bullet.
Skullcrack: Feels kind of naked without Atakara's Command, but Either they're gaining 3-5 and we don't care that much or they're gaining 12 and we're dead. 4 effects show up often enough when they need to.
Grafdigger's cage: If Dredge falls off, then GY hate will die down. And Abzan company will again rise in popularity. Until tournament results shows Dredge falling off a cliff, I'm keeping a pair.
As I said, wouldn't be terribly sad to find a place for 1-2 copies of Ensnaring bridge.
Did you ever dislike Shard Volley or wish you played less lands? Why Grafdigger's cage over other graveyard hate such as RiP or Relic? Did 20 lands feel good or have you considered 19?
Thank you for the response, I'm considering switching to Boros myself.
1. Shard Volley is pure gas, it's almost always Lightning bolt.
I was playing affinity, and he had cranial plating and a bunch of mostly junk artifacts. He would attack with 2 guys and instant speed equip when i bolted the equipped guy. He was coming in for lethal.
I had Grim lavamancer, a hand with plenty of burn, 1 mountain and 1 inspiring vantage up. Lavamancer to shoot the first dude, then had to shard volley the 2nd to stay alive. It was awkward b/c I went down to one land, but at that point, no other non-Lightning Bolt card in the deck saves me. And while I had to draw lands to play spells, he had to draw guys and keep them alive (with lavamancer on the board). I won.
2. I can see the argument for tons of different pieces of GY hate. I like cage for a number of reasons. You have to relate them to what you want your GY hate to do in YOUR deck.
1st and foremost it costs a single colorless. That's relevant in a deck that would keep a handful of goblin guides and 1 mountain. Rest in peace can be argued as the superior card vs a lot of decks, but in a strategy that is conservative with it's mulligans, I like cage a little better.
The other thing that helps it as opposed to RIP: It shuts off coco/cord. RIP isn't all that great when they can search up disenchant on a stick. Cage has game vs Elves, Kiki Chord, Bant Coco, etc.
You lose the exile clause, but a lot of times slowing Dredge down a turn or 2 is all you need.
As far as Relic: Again, all things start with dredge. They can easily land-fall multiple bloodghasts into play. If they play a fetch land, you crack relic in response to the trigger, and they crack their fetch. Also you have to leave mana open. It's just not the game burn wants to play.
Relic can tick down a Goyf in the Jund/Abzan matchups, sure. But we already do ok in those.
3. I've bounced from 19 to 20 lands for a while. 20 always feels the most consistent.
I agree that Push gives Jund/Mardu Burn a new sideboard card, but I don't agree that it's going to hit $10 in the current print climate. I don't think an uncommon in a Standard set is going to sustain $10.
I see where you are coming from and I agree mostly, just based on statistics and card availability, in Theory... but... Fatal Push will dominate Standard, be prevalent in Modern, and might even make Legacy deck lists. Let me diverge for a second.
I have opened a ton of Kaladesh, tons of packs, and my son got a box for Christmas, so we have seen even the guts of more Kaladesh packs since then, opening a few packs every few days. It seems that all the "good" uncommons are harder to find. I just Finally got a full set of Harnessed Lightning, months later, and I have opened a lot of packs. So, humor me here, if the good uncommons are getting harder to find, it seems to me that a really In Demand uncommon like Fatal Push will have a higher price. It is already at 5.00 at least in a couple of places I have seen on the web. So, we'll see... You are probably right, but it's going to be one expensive "uncommon" for sure.
Ok wow that's a fair bit of mardu love, which is surprising. I'm familiar with modern as a format and the archetypes that I'm expected to run into, and every time I hear about burn I always hear either budget mono-R or naya. Boros burn I've heard of a few times, but never Mardu burn.
May I ask why I haven't seen a single Mardu burn on mtgtop8? And will fatal push's existence make this a superior option over naya? I feel like I'm missing something here lol.
Also, how badly does mardu burn need bob for gas? I feel like casting a bob that gets pushed/pathed/bolted the turn he's cast is a very bad turn 2 for a deck that wants to win ASAP.
I agree that Push gives Jund/Mardu Burn a new sideboard card, but I don't agree that it's going to hit $10 in the current print climate. I don't think an uncommon in a Standard set is going to sustain $10.
I see where you are coming from and I agree mostly, just based on statistics and card availability, in Theory... but... Fatal Push will dominate Standard, be prevalent in Modern, and might even make Legacy deck lists. Let me diverge for a second.
I have opened a ton of Kaladesh, tons of packs, and my son got a box for Christmas, so we have seen even the guts of more Kaladesh packs since then, opening a few packs every few days. It seems that all the "good" uncommons are harder to find. I just Finally got a full set of Harnessed Lightning, months later, and I have opened a lot of packs. So, humor me here, if the good uncommons are getting harder to find, it seems to me that a really In Demand uncommon like Fatal Push will have a higher price. It is already at 5.00 at least in a couple of places I have seen on the web. So, we'll see... You are probably right, but it's going to be one expensive "uncommon" for sure.
There's just no way that a $10 uncommon in an in-print set is sustained. It's a great card and it's going to be a very important card in Standard and Modern, but it's an in-print card and the set is going to be opened too much to sustain $10. At worst, it sits around the $4 mark that Boros Charm was at while it was in standard.
Ok wow that's a fair bit of mardu love, which is surprising. I'm familiar with modern as a format and the archetypes that I'm expected to run into, and every time I hear about burn I always hear either budget mono-R or naya. Boros burn I've heard of a few times, but never Mardu burn.
May I ask why I haven't seen a single Mardu burn on mtgtop8? And will fatal push's existence make this a superior option over naya? I feel like I'm missing something here lol.
Also, how badly does mardu burn need bob for gas? I feel like casting a bob that gets pushed/pathed/bolted the turn he's cast is a very bad turn 2 for a deck that wants to win ASAP.
You never see Mardu or Jund because most Burn players don't believe that Black has enough to offer to replace either White (BCharm/Path/Helix/Palm/Firewalker/Wear//Tear) or Green (DRev/Atarka's Command/Nacatl). Of those cards, I'd say the most important ones are BCharm/Path and DRev. Black finally has a replacement for Path in Fatal Push, but there's nothing that touches DRev in strength. When you compare White and Black, you're directly comparing Bump and BCharm and indirectly weighing the tradeoffs between Push/RCharm/KCommand and Path/Helix/Palm/Firewalker/Wear//Tear. In green, it really comes down to how strongly you value Destructive Revelry (I'm of the opinion that this card is almost a necessity). I want Black to get enough new toys to provide a compelling reason to play it, but I still don't see it.
[quote from="yujipooji »" url="http://www.mtgsalvation.com/forums/the-game/modern/tier-1-modern/650623-burn?comment=3308"]Ok wow that's a fair bit of mardu love, which is surprising. I'm familiar with modern as a format and the archetypes that I'm expected to run into, and every time I hear about burn I always hear either budget mono-R or naya. Boros burn I've heard of a few times, but never Mardu burn.
May I ask why I haven't seen a single Mardu burn on mtgtop8? And will fatal push's existence make this a superior option over naya? I feel like I'm missing something here lol.
Also, how badly does mardu burn need bob for gas? I feel like casting a bob that gets pushed/pathed/bolted the turn he's cast is a very bad turn 2 for a deck that wants to win ASAP.
You never see Mardu or Jund because most Burn players don't believe that Black has enough to offer to replace either White (BCharm/Path/Helix/Palm/Firewalker/Wear//Tear) or Green (DRev/Atarka's Command/Nacatl). Of those cards, I'd say the most important ones are BCharm/Path and DRev. Black finally has a replacement for Path in Fatal Push, but there's nothing that touches DRev in strength. When you compare White and Black, you're directly comparing Bump and BCharm and indirectly weighing the tradeoffs between Push/RCharm/KCommand and Path/Helix/Palm/Firewalker/Wear//Tear. In green, it really comes down to how strongly you value Destructive Revelry (I'm of the opinion that this card is almost a necessity). I want Black to get enough new toys to provide a compelling reason to play it, but I still don't see it.
Thanks for the response! Makes sense though. So far looking at naya, boros and mardu and taking into account the meta, boros + 1 stomping ground + Drev on the side is on paper the most appealing choice since I'm not really into nacatl. I'd love to be proven wrong about mardu though. =) I guess for now I'll start with obligatory lands like bloodstained mire and sacred foundry and the mono red pieces (I'm getting a set of gob guides and 2 grim lavamancers for 100 dollars tomorrow which I think is a sweet deal) and see where I should splash from there.
I will say that I don't have anything against Black, it's just that I think White and Green have too much to offer and B doesn't have enough to outweigh W and G. Maybe Fatal Push is enough that the different things Black can offer are compelling enough, but I don't think it's enough because sideboard cards are critical for us.
Boros + 1 Stomping ground + Drev was quite common was played before Atarka's Command came out and some are shifting back to it. I personally like Atarka's Command enough on its own and do not like Nacatl at all. I've been on Naya maindeck without Nacatl for a long time now.
Around now is a good time to buy pieces that you need since prices are low. Things that aren't printed may spike when MM17 comes out.
Destructive Revelry is a pretty good argument for Naya over Mardu, but is it an argument for Naya over Jund?
Jund burn gets bump in the night, revelry, and atarkas. It loses Boros Charm and Path, but I'd happily trade Boros Charm for 4 more lava spikes, and Fatal Push is a pretty decent replacement for Path.
Jund burn also has access to abrupt decay and other great BG spells for sideboard tech.
I will say that I don't have anything against Black, it's just that I think White and Green have too much to offer and B doesn't have enough to outweigh W and G. Maybe Fatal Push is enough that the different things Black can offer are compelling enough, but I don't think it's enough because sideboard cards are critical for us.
Boros + 1 Stomping ground + Drev was quite common was played before Atarka's Command came out and some are shifting back to it. I personally like Atarka's Command enough on its own and do not like Nacatl at all. I've been on Naya maindeck without Nacatl for a long time now.
Around now is a good time to buy pieces that you need since prices are low. Things that aren't printed may spike when MM17 comes out.
Things that aren't printed in MM17. I don't know what's in MM17, but in general you can consider the price of a deck to be approximately conserved and that there will always be a bottleneck card. Right now, the bottleneck card is Goblin Guide/Arid Mesa.
I will say that I don't have anything against Black, it's just that I think White and Green have too much to offer and B doesn't have enough to outweigh W and G. Maybe Fatal Push is enough that the different things Black can offer are compelling enough, but I don't think it's enough because sideboard cards are critical for us.
Boros + 1 Stomping ground + Drev was quite common was played before Atarka's Command came out and some are shifting back to it. I personally like Atarka's Command enough on its own and do not like Nacatl at all. I've been on Naya maindeck without Nacatl for a long time now.
Around now is a good time to buy pieces that you need since prices are low. Things that aren't printed may spike when MM17 comes out.
Would gob guide get a reprint you think? Wizards has this habit of inconveniently dodging a few must-needed reprints in modern masters sets. And yeah I agree about your stand on black, it's great but W/G just meshes with the strategy and meta a bit better. But if over time they print a really good rakdos burn spell in the future, I'd be all over that. G/U are easily my least favorite colors tbh and I'd love for burn not to need green in the next few years lol.
Destructive Revelry is a pretty good argument for Naya over Mardu, but is it an argument for Naya over Jund?
Jund burn gets bump in the night, revelry, and atarkas. It loses Boros Charm and Path, but I'd happily trade Boros Charm for 4 more lava spikes, and Fatal Push is a pretty decent replacement for Path.
Jund burn also has access to abrupt decay and other great BG spells for sideboard tech.
What kind of question is that? DRev obviously isn't an argument for Naya over Jund. I thought it was clear that one has to compare the color you drop to the color you add. BCharm and all of the white sideboard cards are a compelling reason to play white over black. Jund adds black and drops white, so obviously the comparison to make is white vs black and it has nothing to do with green.
I would absolutely not trade BCharm for 4 more Lava Spikes unless black had a lot more to offer. Spike and Rift Bolt are holding a contest for worst Bolt variant. I don't feel the need to add 4 more copies of it. Some recent lists even drop 1 Lava Spike.
You only have 15 slots, so you're going to have to make decisions about what to include. Abrupt Decay is likely not one of those cards to make the cut. I don't find myself itching for extra spot removal spells that dilute my game-plan in order to remove something. I've never sat down playing Naya and said "man, I wish I had Abrupt Decay".
Is there a baseline list for this one? I run a queen marchesa duel commander so it might be cool to go uniform with the colors.
edit: don't even need the whole list, just the land breakdown would be great =)
4 Goblin Guide
4 Monstary Swiftspear
1 Grim Lavamancer
4 Eidolon of the Great Revel
Zap Tumblers
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Boros Charm
4 Lightning Helix
4 Skullcrack
4 Searing Blaze
3 Arid Mesa
4 Bloodstained More
4 Wooded Foothills
2 Inspiring Vantage
3 Mountain
2 Sacred Foundry
1 Stomping Ground
Sneaky Pumpers
4 Path to Exile
4 Destructive Revelry
2 Deflecting Palm
2 Kor Firewalkers
1 Grim Lavamancer
2 Rest in Peace
Little notes about my build:
- I split the Lavamancer because I believe him to be the most polarizing card in the deck. I found I usually sideboarded him out immediately or loved him depending on the matchup, and never really any middle ground. So far playing 1 main, 1 side has worked out fine.
- The 2 Rest in Peace are basically flex spots. Originally I was going to run Gut Shot since I believe Dredge will be taking a downturn, but after noticing my meta still have plenty of Delver and Jund, I'm keeping RiP in the board.
- 19 lands and no Shard volley are a personal choice I've found I like after playing burn for so long. I also can't think of a card I'd want to cut from the main deck at this point, even though some detractors don't agree with 4 Skullcrack main.
- I'm not incredibly in love with Firewalkers, and didn't run him with I played Atarka's. Now I feel the sideboard is open enough to give him some spots. He'd be the next cut after RIP if I needed it.
- DRev feels way too good to not play 4, and although 4 Path may seem like a lot I like having the final copies in matchups where the card is crucial (Infect, Affinity, Death's Shadow, ect.)
It's a bit of a stretch to associate Vexing Devil with success. It has been tested in Burn decks since it was printed and it has always been found to be lacking because giving your opponent a choice in how your cards work will lead to you never getting what you want/need. Bedlam Reveler has been tried as well and also found to be lacking. There's really nothing else besides Guide, Swift, Eidolon, and Grim with Nacatl showing up if you play green and are in a creature light meta.
I think Guide/Swift/Eidolon/Grim are probably the only correct creatures to run in boros burn. Make up for the loss of nacatl and atarkas with more burn spells.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
1) Bump in the Night
2) Fatal Push - Not saying we will play Fatal Push, we won't. But with pretty much every possible color combo aside from mono-color now having access to a 1 mana efficient removal spell (UG decks don't, but the only UG deck of note is Infect), a creature-based plan seems less optimal. Nacatl is great when she sticks, but when she gets path'd/bolted/pushed, I can't help but think "Why did I just spend G for nothing when I could have spent B for 3 damage? Nacatl also makes the mirror/races tougher, as she requires Plains/Mountain/Forest, meaning you need shocklands instead of fastlands.
Reason 2a) Not an actual reason to run Mardu, but a nice upside of doing so: Dark Confidant. Aside from the fact that he's a 2/1 who doesn't damage our opponent for 2 mana, he seems perfect for the deck. Refills our hand and helps us count to 20 while damaging us very little (our curve is ridiculously low, especially with Bump in the Night as bolt # 13-16) At his worst, Confidant eats a bolt/path/push that would have otherwise been directed at a guide/swiftspear. At his best, Confidant steals games for us by helping us to refill our hand. The chances of topdecking that last burn spell increase tremendously with him on the field, and even more tremendously with 16 bolts instead of 12
As for running it over Boros? The same answer. Our manabase may be a tad more painful for 3 colors as opposed to 2, but the new fastlands make that not as big a factor.
Starting list looks something like
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Bump in the Night
Two CMC Burns (10)
4 Skullcrack
4 Boros Charm
2 Searing Blaze
One CMC Creatures (8)
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
3 Dark Confidant
Lands (19)
4 Bloodstained Mire
4 Arid Mesa
2 Wooded Foothills (or any other red fetching land)
3 Blackcleave Cliffs
3 Mountain
2 Inspiring Vantage
2 Sacred Foundry
1 Blood Crypt
3 Kor Firewalker
3 Path to Exile
1 Lightning Helix
2 Deflecting Palm
2 Kolaghan's Command
2 Molten Rain
2 Grafdigger's Cage
As for sideboard, with GGT banned, I think 2x Cage is fine against dredge, Ravenous Trap won't work alongside bob.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
http://tappedout.net/mtg-decks/10-01-17-boros-burn/
And it feels like Mardu Burn gets a really nice little sideboard card in Fatal Push. I see a lot of lists running Path to Exile in their sideboards, and I think Fatal Push can fill that role nicely, and not grant the basic land and mana acceleration that Path gives to our opponent. I'm excited to buy a bunch of Fatal Pushs now... I'm going to need a couple of sets. This uncommon will be $10.00 before it's all said and done.
1. Shard Volley is pure gas, it's almost always Lightning bolt.
I was playing affinity, and he had cranial plating and a bunch of mostly junk artifacts. He would attack with 2 guys and instant speed equip when i bolted the equipped guy. He was coming in for lethal.
I had Grim lavamancer, a hand with plenty of burn, 1 mountain and 1 inspiring vantage up. Lavamancer to shoot the first dude, then had to shard volley the 2nd to stay alive. It was awkward b/c I went down to one land, but at that point, no other non-Lightning Bolt card in the deck saves me. And while I had to draw lands to play spells, he had to draw guys and keep them alive (with lavamancer on the board). I won.
2. I can see the argument for tons of different pieces of GY hate. I like cage for a number of reasons. You have to relate them to what you want your GY hate to do in YOUR deck.
1st and foremost it costs a single colorless. That's relevant in a deck that would keep a handful of goblin guides and 1 mountain. Rest in peace can be argued as the superior card vs a lot of decks, but in a strategy that is conservative with it's mulligans, I like cage a little better.
The other thing that helps it as opposed to RIP: It shuts off coco/cord. RIP isn't all that great when they can search up disenchant on a stick. Cage has game vs Elves, Kiki Chord, Bant Coco, etc.
You lose the exile clause, but a lot of times slowing Dredge down a turn or 2 is all you need.
As far as Relic: Again, all things start with dredge. They can easily land-fall multiple bloodghasts into play. If they play a fetch land, you crack relic in response to the trigger, and they crack their fetch. Also you have to leave mana open. It's just not the game burn wants to play.
Relic can tick down a Goyf in the Jund/Abzan matchups, sure. But we already do ok in those.
3. I've bounced from 19 to 20 lands for a while. 20 always feels the most consistent.
I see where you are coming from and I agree mostly, just based on statistics and card availability, in Theory... but... Fatal Push will dominate Standard, be prevalent in Modern, and might even make Legacy deck lists. Let me diverge for a second.
I have opened a ton of Kaladesh, tons of packs, and my son got a box for Christmas, so we have seen even the guts of more Kaladesh packs since then, opening a few packs every few days. It seems that all the "good" uncommons are harder to find. I just Finally got a full set of Harnessed Lightning, months later, and I have opened a lot of packs. So, humor me here, if the good uncommons are getting harder to find, it seems to me that a really In Demand uncommon like Fatal Push will have a higher price. It is already at 5.00 at least in a couple of places I have seen on the web. So, we'll see... You are probably right, but it's going to be one expensive "uncommon" for sure.
May I ask why I haven't seen a single Mardu burn on mtgtop8? And will fatal push's existence make this a superior option over naya? I feel like I'm missing something here lol.
Also, how badly does mardu burn need bob for gas? I feel like casting a bob that gets pushed/pathed/bolted the turn he's cast is a very bad turn 2 for a deck that wants to win ASAP.
There's just no way that a $10 uncommon in an in-print set is sustained. It's a great card and it's going to be a very important card in Standard and Modern, but it's an in-print card and the set is going to be opened too much to sustain $10. At worst, it sits around the $4 mark that Boros Charm was at while it was in standard.
You never see Mardu or Jund because most Burn players don't believe that Black has enough to offer to replace either White (BCharm/Path/Helix/Palm/Firewalker/Wear//Tear) or Green (DRev/Atarka's Command/Nacatl). Of those cards, I'd say the most important ones are BCharm/Path and DRev. Black finally has a replacement for Path in Fatal Push, but there's nothing that touches DRev in strength. When you compare White and Black, you're directly comparing Bump and BCharm and indirectly weighing the tradeoffs between Push/RCharm/KCommand and Path/Helix/Palm/Firewalker/Wear//Tear. In green, it really comes down to how strongly you value Destructive Revelry (I'm of the opinion that this card is almost a necessity). I want Black to get enough new toys to provide a compelling reason to play it, but I still don't see it.
Thanks for the response! Makes sense though. So far looking at naya, boros and mardu and taking into account the meta, boros + 1 stomping ground + Drev on the side is on paper the most appealing choice since I'm not really into nacatl. I'd love to be proven wrong about mardu though. =) I guess for now I'll start with obligatory lands like bloodstained mire and sacred foundry and the mono red pieces (I'm getting a set of gob guides and 2 grim lavamancers for 100 dollars tomorrow which I think is a sweet deal) and see where I should splash from there.
Boros + 1 Stomping ground + Drev was quite common was played before Atarka's Command came out and some are shifting back to it. I personally like Atarka's Command enough on its own and do not like Nacatl at all. I've been on Naya maindeck without Nacatl for a long time now.
Around now is a good time to buy pieces that you need since prices are low. Things that aren't printed may spike when MM17 comes out.
Jund burn gets bump in the night, revelry, and atarkas. It loses Boros Charm and Path, but I'd happily trade Boros Charm for 4 more lava spikes, and Fatal Push is a pretty decent replacement for Path.
Jund burn also has access to abrupt decay and other great BG spells for sideboard tech.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
What cards do you think are primed to spike?
Would gob guide get a reprint you think? Wizards has this habit of inconveniently dodging a few must-needed reprints in modern masters sets. And yeah I agree about your stand on black, it's great but W/G just meshes with the strategy and meta a bit better. But if over time they print a really good rakdos burn spell in the future, I'd be all over that. G/U are easily my least favorite colors tbh and I'd love for burn not to need green in the next few years lol.
What kind of question is that? DRev obviously isn't an argument for Naya over Jund. I thought it was clear that one has to compare the color you drop to the color you add. BCharm and all of the white sideboard cards are a compelling reason to play white over black. Jund adds black and drops white, so obviously the comparison to make is white vs black and it has nothing to do with green.
I would absolutely not trade BCharm for 4 more Lava Spikes unless black had a lot more to offer. Spike and Rift Bolt are holding a contest for worst Bolt variant. I don't feel the need to add 4 more copies of it. Some recent lists even drop 1 Lava Spike.
You only have 15 slots, so you're going to have to make decisions about what to include. Abrupt Decay is likely not one of those cards to make the cut. I don't find myself itching for extra spot removal spells that dilute my game-plan in order to remove something. I've never sat down playing Naya and said "man, I wish I had Abrupt Decay".